Instalar Steam
iniciar sesión
|
idioma
简体中文 (chino simplificado)
繁體中文 (chino tradicional)
日本語 (japonés)
한국어 (coreano)
ไทย (tailandés)
Български (búlgaro)
Čeština (checo)
Dansk (danés)
Deutsch (alemán)
English (inglés)
Español de Hispanoamérica
Ελληνικά (griego)
Français (francés)
Italiano
Bahasa Indonesia (indonesio)
Magyar (húngaro)
Nederlands (holandés)
Norsk (noruego)
Polski (polaco)
Português (Portugués de Portugal)
Português-Brasil (portugués de Brasil)
Română (rumano)
Русский (ruso)
Suomi (finés)
Svenska (sueco)
Türkçe (turco)
Tiếng Việt (vietnamita)
Українська (ucraniano)
Comunicar un error de traducción
But thats basicly the only thing he was ever correct with and he wasn't much better anyway, his Nash is pure 0815 flowchart.
To the last question, I generaly play who I like and who fits my style, more who I like tho.
I can't complain about flowcharts though they're free points :)
When I play USFIV everyone play so differently so vast...but ( sic ) in SFV they I mean almost all play exactly same just like order in robots.
I would love to see USFIV return as SF6 and bit change...
Read this thread it make me hate SFV despite addicted is too strong...
USFIV wether you like it or not was fully of variety.
My whole scene offline and online left out of boredem, when netcode degraded it was the last straw honestly, but before that it's just the gameplay, there wasn't much to it and it wasn't a challenge, i think coming from older fighting games we all kinda just wanted our skills to mean something as well as have something to look forward to putting a load of time in.
We wanted a fighting game that'd last us 5+ years and instead we got a fighting game we figured out in pretty much 4 months.. :/
I wish, i truly wish that they fix it as honestly right now it feels players are more going by instinct and autopiloting more than anything. not sure why tho.
Oh forgot to say, SFV is ridiculously vortex outside of being pedantic about the term, for all intents and purposes the game should be called SF:Vortex
https://youtu.be/FYn-HuvuOgw
Enjoy :)
https://www.youtube.com/watch?v=tHNRHATCavk
I think cr.lp cr.lp c.rmk response to ex chariot tackles makes sense from the perspective of keeping Urien from grabbing or doing overheads (aka getting rid of pressure and gaining some breathing space). A blocking Urien is Urien not attacking, after all.
Cammy may not gain anything from it, but Cammy won't lose anything from it, either (especially since, as far as I know, ex chariot tackle is unpunishable).
I don't care what Combofiend or LTG said, I have my own opinion, because I've played both games enough by myself and know that there were many copy cat players, who played exactly the same, or even worse, let option selects "play" the game for them in SFIV, why are you trying to deny it?
In fact most players stick to the most effective play style to maximize the damage potential and lower the risk of being hit in ANY game, especially on competitive level.
In SFV it is simply more visible compared to SFIV, because the combo execution barrier is much lower and there are less escape options for mistakes + mashing during blocking is also very punishable.
The only solution for more different play styles on higher levels
- is to go back and add more safe options
- or better other practical combos with similar damage potential + improve the practical usability of some moves/V-Skills.
But your opinion isn't his opinion, therefore it's obsolent.